- [Instructor] Hello and welcome to our Up & Runningwith Bitmap2Material 3 course.My name is Joel Bradley,and I'm very much looking forwardto working through this texturing course with you,a course in which we will be looking to make good useof yet another powerful texturing solutionfrom the team at Allegorithmic.In chapter one,we're going to spend some time workingwith the standalone version of Bitmap2Material 3,focusing on where tools can be foundinside the UI,as well as looking at how we can get vital feedbackfrom the interface as we viewand work with our Bitmap images.

In chapter two,we will discuss why we can use the Bitmap2Material archivein any application we chooseas we follow along with this course,as well as take a look at the nodefound in Substance Designer.As we do this,we will also consider why this might bean ideal workflow when workingin a texturing for games pipeline.Chapter three will see us work even more closelywith the Bitmap2Material controls,looking in part at how we can set the size and qualityof our outputs,as well as how we can repeat or tailor our mapseamlessly for use inside our game engine of choice.

In chapter four,we will look at using options such as hue,saturation, and luminosity,as well as our light and shadow,or ambience occlusion cancellation,all of which can help us get our base color mapsworking the way that we want,which in turn will give us the ability to placeour assets into any lighting scenario we choose.In chapter five, we will look at usingBitmap2Material's relief controls,and seeing how we can affect the various frequenciesof a normal map in order to extractthe details that we want from it,as well of course as how we can thenaugment that data in order to createeven more detailed normal maps for our materials.

In chapter six, we are going to set aboutcreating the roughness map that will controlthe way in which our material reacts to scene lighting.Here, we will be using such tools as curvesand the color controls in order to add variationto the roughness maps that we create.Chapter seven will see us createan ambience occlusion map that will, of course,be based on the tiled result from our input bitmap.And then finally, in chapter eight,we will go ahead and create a finished materialinside of Unreal so that we can seejust how to make use of the mapsthat we will have exported from the Bitmap2Material nodein Substance Designer.

As we work our way through this course,we will hopefully come to see just how powerfuland how quick recreating real-world textures can bewhen we make use of the photographic resourcesavailable to us.But the power of this tool becomes even more evidentwhen we realize that we can also useprocedural texturing tools,such as Substance Designer and Painter,in order to help augment the photographic inputsthat we are using.If you are ready to get startedon your Bitmap2Material adventure,then let's get going and dive right in.

Resume Transcript Auto-Scroll

Author

Released

4/19/2017

The Bitmap2Material (B2M) application from Allegorithmic gives you the ability to generate physically-based rendering (PBR) maps from a single source image. In this course, learn how to effectively use this software to enhance your PBR workflow. Joel Bradley kicks off the course by showing how to navigate the B2M UI. Next, he shows how to work with B2M in Substance Designer. He also covers how to use the global controls, change the colors in an input bitmap, tweak the base color, generate ambient occlusion, and more.